On a side note about PvP. I just had a conversation with my wife on how I am now emotionally detached from my toons. I think the detachment came from playing Darksouls obsessively for over a year. I would say anyone with anxieties of being ganked in PFO should play Darksouls for a few weeks (online) and try to stay human the entire time. PFO would then seem like a vacation :)
I think part of the problem is that it takes a really long time to loot a body in the current system. Most of the time people just want their body back (for whatever reason, though I agree some of that is to get 'some' stuff back). We have a 25% chance of losing equipment every time we die (from mobs or otherwise) a happy medium might be a straight percentage of auto loot to the bandit party that made the kill. Especially since threading is not in yet. Dying is frustrating whither it is a mob OR bandit; in most cases even if the bandits are being 'respectful' as players and in the spirit of the game emotions are going to be high and literally everything said whither in gest, good humor, whatnot is going to be taken personally and a negative light. I don't envy the devs for trying to strike a happy balance. I do think the word grief has many different definitions to a lot of people and its unfortunate this game was advertised as 'more than just a gank-fest' when the word gank has so many different meanings. I know a lot of Keepers are getting upset feeling like they are being 'ganked' when the bandits are just being bandits and looting body's. For what its worth I sympathize with both sides here since everyone has different features they consider fun. PvPers enjoy killing while PvEers just want to be left alone. I really just want to avoid losing players, especially ones I consider friends.
One case I can think of where a settlement (or deposite/withdraw list like Pino suggests) vault would be great is where someone has a craft order but plays in a different time zone as the crafter. I have been trying to touch basis with someone from another company (same settlement) for days. It would be nice if I could drop off said crafted order in the vault for said person to pick up when they are online.
*Face Palm* Ok I forgot war of towers was only 6 months. My main concern was characters getting left in the dust in the event where they are part of a settlement having little to no towers. Since getting up to tier 2 is in itself a timely event and with Lee's news shared on this thread, I am far less concerned about the impact on such characters. Thank you all for the clarification ;)
So if I want to eventually train tier 2, the guild (company, settlement, etc) I am associated with has to be in control of the number of towers required for that level of training. I cannot, for example train in another settlement and get tier 2 training without either dissocitiating myself from my current settlement or taking the required number of towers. Which means the group I am associated with (not just the physical settlement) will either have to take towers or dissolve in order for its members to train tier 2. Physically training at another settlement location is not enough (which is what I initially thought would be possible). Also by this example, others in other groups will be able to train tier 2 at my physical settlement even if that settlement does not control enough towers as long as that other person is part of a group with enough towers. To me, that is backwards physical settlements should be effected not the actual characters themselves. If this is the case, I could see people getting to a cap point and quitting the game (i.e. No longer wanting to pay for xp they can't spend). This model forces PvP rather than providing it as an option. Which is fine if GW wants PFO to go that way, it's just not my cup of tea. I would still play until my kickstarter time is used then stop paying.
Also for what its worth, I strongly dislike PvP as well but the PvP in PFO feels different than most other MMOs I have played in the past. Most players I have come across in PFO that have attacked me in game have been very respectful. While I dislike PvP in most cases, I absolutely love the added layer PvP adds to the game in PFO. In PFO, PvP seems to be more to add a sense of realism in the game and is there for those who enjoy role playing evil aligned characters. In my opinion the PvP aspect of PFO makes it closer to the talble top version of itself where my characters can be walking around and get jumped by a group of bandits. That said, I was able to solo for several months before my wife and I decided to play in a group of two and I am also part of a guild that supports PvE which makes the experience more enjoyable. If you ever do reconsider I can tell you there are many players here who would love to help you have a positive experience even with the PvP.
Lessons learned: scorching ray is not necessarily the best spell to use in a dried out hedgemaze featuring moving topiarys that are trying to kill you. The fire will definitely be worse and the cleric of Desna will fly above frantically making decisions on whom to save. It was very fun, a few of us will be at paizocon 2014. We are putting in for the bastardhall lottery for sure. See you in a couple months.
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